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	<title>Create Digital Music &#187; sequencing</title>
	<atom:link href="http://createdigitalmusic.com/tag/sequencing/feed/" rel="self" type="application/rss+xml" />
	<link>http://createdigitalmusic.com</link>
	<description>The latest gear, software, and techniques for electronic music production and performance</description>
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		<title>Step Sequencers in Live: How-to, Free Rack Download</title>
		<link>http://createdigitalmusic.com/2009/10/19/step-sequencers-in-live-how-to-free-rack-download/</link>
		<comments>http://createdigitalmusic.com/2009/10/19/step-sequencers-in-live-how-to-free-rack-download/#comments</comments>
		<pubDate>Mon, 19 Oct 2009 05:02:41 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[ableton]]></category>
		<category><![CDATA[Ableton-Live]]></category>
		<category><![CDATA[downloads]]></category>
		<category><![CDATA[free]]></category>
		<category><![CDATA[hacks]]></category>
		<category><![CDATA[how-to]]></category>
		<category><![CDATA[racks]]></category>
		<category><![CDATA[screencasts]]></category>
		<category><![CDATA[sequencing]]></category>
		<category><![CDATA[step-sequencers]]></category>
		<category><![CDATA[tutorials]]></category>

		<guid isPermaLink="false">http://createdigitalmusic.com/?p=8036</guid>
		<description><![CDATA[The Covert Seq &#8211; Creating patterns and Presets from Bjorn Vayner on Vimeo.
The Covert Operators and Bjorn Vayner have become my favorite go-to source for wild Ableton Live hacks. And even before the release of Max for Live, Bjorn has built some terrific, simple step-sequencers using Live&#8217;s Racks feature. That&#8217;s just the Racks feature &#8211; [...]]]></description>
			<content:encoded><![CDATA[<p><object width="580" height="435"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=5873231&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=1&amp;color=CC0000&amp;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=5873231&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=1&amp;color=CC0000&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="580" height="435"></embed></object>
<p><a href="http://vimeo.com/5873231">The Covert Seq &#8211; Creating patterns and Presets</a> from <a href="http://vimeo.com/user375586">Bjorn Vayner</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
<p>The Covert Operators and Bjorn Vayner have become my favorite go-to source for wild Ableton Live hacks. And even before the release of Max for Live, Bjorn has built some terrific, simple step-sequencers using Live&#8217;s Racks feature. That&#8217;s just the Racks feature &#8211; no Max patches or hidden features anywhere to be found. Sure, I suppose the clip view itself can be seen as a kind of step sequencer, but this gives you a unique way of generating sequences.</p>
<p>If you just want to begin playing with step sequencing in Live, Bjorn has a new download, aptly called The Covert Sequencer, as seen in the video at top. It&#8217;s free, it&#8217;s fun, it celebrates the 5th Anniversary of Covert Ops and the 10th of Ableton Live (good grief!), and it&#8217;s all voodoo built with dummy clips and MIDI effects. </p>
<p>Full post, downloads, and video tutorials:<br />
<a href="http://www.thecovertoperators.org/Live-Packs/the-covert-seq">The Covert Seq</a> [The Covert Operators]</p>
<p>If you want to try your hand at the ninja skills behind all of this, Bjorn posted a screencast back in August revealing his secrets:<span id="more-8036"></span></p>
<p><object width="580" height="406"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=6066699&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=1&amp;color=CC0000&amp;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=6066699&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=1&amp;color=CC0000&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="580" height="406"></embed></object>
<p><a href="http://vimeo.com/6066699">Making a Step Sequencer in Ableton Live.</a> from <a href="http://vimeo.com/user375586">Bjorn Vayner</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
<p>And if you like this sort of thing, definitely don&#8217;t miss The Covert Operators&#8217; exclusive creation for CDM, making elaborate use of the racks and slicing features of Live 7 and later:</p>
<p><a href="http://createdigitalmusic.com/2008/12/12/exclusive-free-ableton-live-slicing-pack-by-covert-operators/">Exclusive: Free Ableton Live Slicing Pack by Covert Operators</a></p>
<p><object width="580" height="566"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=2396425&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=1&amp;color=CC0000&amp;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=2396425&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=1&amp;color=CC0000&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="580" height="566"></embed></object>
<p><a href="http://vimeo.com/2396425">Slice of Winter</a> from <a href="http://vimeo.com/user375586">Bjorn Vayner</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
]]></content:encoded>
			<wfw:commentRss>http://createdigitalmusic.com/2009/10/19/step-sequencers-in-live-how-to-free-rack-download/feed/</wfw:commentRss>
		<slash:comments>10</slash:comments>
		</item>
		<item>
		<title>You, Too Can Learn Renoise: Video Tutorial from Dac Makes you a Tracker</title>
		<link>http://createdigitalmusic.com/2009/10/05/you-too-can-learn-renoise-video-tutorial-from-dac-makes-you-a-tracker/</link>
		<comments>http://createdigitalmusic.com/2009/10/05/you-too-can-learn-renoise-video-tutorial-from-dac-makes-you-a-tracker/#comments</comments>
		<pubDate>Mon, 05 Oct 2009 16:16:33 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[101]]></category>
		<category><![CDATA[beats]]></category>
		<category><![CDATA[how-to]]></category>
		<category><![CDATA[indamixx]]></category>
		<category><![CDATA[Linux]]></category>
		<category><![CDATA[Mac]]></category>
		<category><![CDATA[production]]></category>
		<category><![CDATA[Renoise]]></category>
		<category><![CDATA[sequencing]]></category>
		<category><![CDATA[techniques]]></category>
		<category><![CDATA[trackers]]></category>
		<category><![CDATA[tutorial]]></category>
		<category><![CDATA[Windows]]></category>

		<guid isPermaLink="false">http://createdigitalmusic.com/?p=7790</guid>
		<description><![CDATA[Seeing a tracker interface for the first time can be intimidating. But dive in a bit deeper, and you&#8217;ll discover what&#8217;s actually a very efficient interface for programming in musical sequences and working with samples. With just ten days left in the Renoise &#8211; Indamixx music production contest, there&#8217;s still time to get up and [...]]]></description>
			<content:encoded><![CDATA[<p><object width="580" height="352"><param name="movie" value="http://www.youtube.com/v/k58wwT9Axbw&#038;hl=en&#038;fs=1&#038;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/k58wwT9Axbw&#038;hl=en&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="352"></embed></object></p>
<p>Seeing a <a href="http://en.wikipedia.org/wiki/Tracker_(music_software)">tracker</a> interface for the first time can be intimidating. But dive in a bit deeper, and you&#8217;ll discover what&#8217;s actually a very efficient interface for programming in musical sequences and working with samples. With just ten days left in the <a href="http://createdigitalmusic.com/2009/09/22/indamixx-renoise-cdm-music-production-contest-tracker-ninjas-nows-your-chance/">Renoise &#8211; Indamixx music production contest</a>, there&#8217;s still time to get up and running using even the demo version of Renoise (into which you can import samples). And this could be a great excuse to learn a new tool.</p>
<p>Dac, who&#8217;s a big part of support and community for Renoise, has put together a nice tutorial showing off the workflow in the tool. It&#8217;s nothing all that unusual: bring in samples, assemble patterns, make music. Some of the voice over is hard to hear, but this is a good start. Now, I still like reading and writing better than video just in terms of how I learn, so I may try to work on a written version for the end of the week; feel free to shout encouragement.</p>
<p>For more Renoise inspiration, forum regular <a href="http://djnick.rs">djnick</a> sends along a PsyTrance video made in Renoise &#8211; so, yes, you can make PsyTrance with a tracker, too, if you like. He samples Peter Jennings talking about ecstasy. Yeah, whatever &#8211; as if you can make Peter Jennings any more trippy. Watching Jennings is the ultimate natural high.<span id="more-7790"></span></p>
<p><object width="580" height="469"><param name="movie" value="http://www.youtube.com/v/3SHacx8LPko&#038;hl=en&#038;fs=1&#038;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/3SHacx8LPko&#038;hl=en&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="469"></embed></object></p>
<p>And here&#8217;s the original jerk beat tutorial. (Hey, who are you calling a jerk beat? Sorry, that just can&#8217;t sound not strange when I hear that phrase&#8230;)</p>
<p><object width="580" height="352"><param name="movie" value="http://www.youtube.com/v/VhJiT50Z_fA&#038;hl=en&#038;fs=1&#038;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/VhJiT50Z_fA&#038;hl=en&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="352"></embed></object></p>
<p>Enjoy. Got specific requests for how-to&#8217;s, other tips or tutorials you&#8217;ve found useful, or questions you&#8217;d like answered? Do let us know.</p>
]]></content:encoded>
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		<slash:comments>23</slash:comments>
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		<item>
		<title>Inside Beaterator, Rockstar Games&#8217; New PSP Beat Maker, with Gory Technical Bits</title>
		<link>http://createdigitalmusic.com/2009/09/03/inside-beaterator-rockstar-games-new-psp-beat-maker-with-gory-technical-bits/</link>
		<comments>http://createdigitalmusic.com/2009/09/03/inside-beaterator-rockstar-games-new-psp-beat-maker-with-gory-technical-bits/#comments</comments>
		<pubDate>Thu, 03 Sep 2009 17:06:26 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[artists]]></category>
		<category><![CDATA[editing]]></category>
		<category><![CDATA[editorial]]></category>
		<category><![CDATA[game-design]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[handheld]]></category>
		<category><![CDATA[mobile]]></category>
		<category><![CDATA[previews]]></category>
		<category><![CDATA[PSP]]></category>
		<category><![CDATA[Rockstar]]></category>
		<category><![CDATA[sequencers]]></category>
		<category><![CDATA[sequencing]]></category>
		<category><![CDATA[Sony]]></category>
		<category><![CDATA[timbaland]]></category>

		<guid isPermaLink="false">http://createdigitalmusic.com/2009/09/03/inside-beaterator-rockstar-games-new-psp-beat-maker-with-gory-technical-bits/</guid>
		<description><![CDATA[ 
What’s that? A full-blown synth interface on the PSP – in a title from the makers of GTA, with Timbaland’s named plastered all over it? Yep. That’s exactly what it is.
As you may know, the creators of games like Grand Theft Auto have collaborated with Timbaland to bring a mobile music studio to Sony’s [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://createdigitalmusic.com/images/2009/09/beaterator_synth.jpg" rel="lightbox"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="beaterator_synth" border="0" alt="beaterator_synth" src="http://createdigitalmusic.com/images/2009/09/beaterator_synth_thumb.jpg" width="481" height="280" /></a> </p>
<div class="imgcaption">What’s that? A full-blown synth interface on the PSP – in a title from the makers of GTA, with Timbaland’s named plastered all over it? Yep. That’s exactly what it is.</div>
<p>As you may know, the creators of games like <em>Grand Theft Auto</em> have collaborated with Timbaland to bring a mobile music studio to Sony’s PSP (and later, the iPhone), based on an ambitious free Flash experiment on their Website. Now, it’s my impassioned belief that you shouldn’t <em>need</em> lots of canned loops or celebrity endorsements to make music fun, so normally I might actually run the opposite direction of any story starting with that line. But here’s the surprise: underneath, the app is more powerful than I expected.</p>
<p>I’ve gotten an early preview of the title in person at Rockstar’s offices here in New York, and was also able to grill their developers on geeky details of how the sound engine is put together. A test copy isn’t yet available so I can’t properly review the app, but I am at least able to talk about some of what lies beneath the PSP screens and marketing.</p>
<p>For some time, a select few have known that the Sony PSP’s secret is that it’s a powerful handheld computer, ideal for mobile music. Brilliant-but-underground apps like <a href="http://www.dspmusic.org/psp/">PSPSEQ</a> and <a href="http://www.psprhythm.com/">PSP Rhythm</a> capitalized on this potential, but required you hack your PSP in order to run them, because Sony restricts launching non-authorized applications from memory.</p>
<p>Beaterator is the first full-featured app that can be run directly on the PSP. Some people may not look past the fact that it comes from a game company, past its (admittedly) thick layer of marketing glitz and celebrity endorsement. But based on a first look, I believe Beaterator is the most powerful music app ever released through game channels, surpassing in functionality even the recent cult hit Korg DS-10 for the Nintendo DS. </p>
<p> <span id="more-7285"></span>
<p><a href="http://createdigitalmusic.com/images/2009/09/beaterator_psp_titlemenu.jpg" rel="lightbox"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="beaterator_psp_titlemenu" border="0" alt="beaterator_psp_titlemenu" src="http://createdigitalmusic.com/images/2009/09/beaterator_psp_titlemenu_thumb.jpg" width="482" height="280" /></a> </p>
<div class="imgcaption">In a world already crowded with celebrity-endorsed games and mobile iPhone music apps, you&#8217;d be forgiven for walking away from this title screen. But, in fact, look more closely, and it visually sums up the split personality of Beaterator.</div>
<p>In the interest of disclosure, I have a confession: I didn’t expect to have any interest in Beaterator at all. I was concerned that the musical experience would be watered down (though more on what I actually discovered below). The fact that this game had one artist – Timbaland – literally dancing around the screen talking about how it’s his game I thought would be a deal killer. And, of course, it’ll be impossible to talk about this game without the shadow of the “Acidjazzed Evening” controversy, which aleges Timbaland plagiarized music by Finnish composer Janne Suni – made worse by a <a href="http://createdigitalmusic.com/2009/06/18/chip-strikes-back-finnish-label-sues-timbaland-nelly-furtado/">lawsuit and a glib interview</a> in which the artist responded, “It’s from a video game, idiot.” Timbaland is by no means the first artist to get into trouble with an uncleared sample, but the fact that it was a much lesser-known artist and that the situation was handled less than gracefully certainly created a credibility issue in the enthusiast community.</p>
<p>I bring those issues up front, because I know readers will bring them up. But what intrigues me about Beaterator is that it has an essentially split personality. At one moment, Beaterator is an animated Timbaland talking to you while you trigger canned loops with game buttons, neither game <em>nor</em>, really, a music creation app. At another moment, though, it’s a full-blown music sequencer you can carry around on your PSP, with some retro design and sound features that might actually make it appealing. And I think it’d be unfair to cover one side without the other.</p>
<p>The marketing for Beaterator focuses on the thousands of loops assembled by Timbaland and Rockstar. But Beaterator isn’t limited to those loops. What you likely won’t see emphasized in the gaming press:</p>
<p><a href="http://createdigitalmusic.com/images/2009/09/beaterator_soundeditor.jpg" rel="lightbox"><img style="border-bottom: 0px; border-left: 0px; display: inline; border-top: 0px; border-right: 0px" title="beaterator_soundeditor" border="0" alt="beaterator_soundeditor" src="http://createdigitalmusic.com/images/2009/09/beaterator_soundeditor_thumb.jpg" width="483" height="281" /></a> </p>
<ul>
<li><strong>Sampling: </strong>You can make your own samples using the mic (or, if you can find it, you can add a <a href="http://pspaccessories101.blogspot.com/2008/03/psp-accessories-psp-microphone.html">PSP microphone</a>) </li>
<li><strong>Audio import: </strong>You can import WAV files from a computer, as easily as dropping them onto a MemoryStick. </li>
<li><strong>Audio export: </strong>You can save your work as an audio file. Rockstar will have its own site for exchanging your music with other users, but that will be limited to the built-in effects (I’m guessing so they don’t have to police piracy). But that won’t stop you from exporting audio on your MemoryStick and using it however you like. </li>
<li><strong>MIDI import and export: </strong>While even many serious iPhone games lack this functionality, you can use Beaterator as a mobile MIDI editing workstation. </li>
<li><strong>Grown-up interface and effects: </strong>Beaterator has real audio effects, with real labels. The Compressor has labels like Gain and Ratio, instead of, you know, “Phatness” or “AMPMEUP.” It’s a clue that this really is a tool and not a game. </li>
<li><strong>It’s-a-me … not! </strong>Game cartoon character heads never appear in the interface – though I do have to admit, those Mario Paint Mario noteheads were cute. (For the PSP, might I suggest semidemiquavers with the face of <a href="http://en.wikipedia.org/wiki/Kratos_(God_of_War)">Kratos</a>?) </li>
</ul>
<p>I love my desktop sequencers, but having these kinds of features in a comfortable-to-hold mobile device you take anywhere, being able to fly through settings with the PSP buttons, and lots of little details added by the Rockstar developers like confining pattern editing to scales and keys make Beaterator look like something that’ll be fun to use. After a couple of minutes, I was ready to charge up my PSP and fire up Beaterator alongside PSPSEQ.</p>
<h3>Inside Beaterator’s Engine</h3>
<p><a href="http://createdigitalmusic.com/images/2009/09/beaterator_flash.jpg" rel="lightbox"><img style="border-bottom: 0px; border-left: 0px; display: inline; border-top: 0px; border-right: 0px" title="beaterator_flash" border="0" alt="beaterator_flash" src="http://createdigitalmusic.com/images/2009/09/beaterator_flash_thumb.jpg" width="580" height="350" /></a> </p>
<p>Beaterator began several years ago on Rockstar’s website. Before making full-blown music production tools with Flash was popular, before the idea of “cloud editing” had become a buzzword, a side project at Rockstar yielded a free Flash game, which you can still play. The interface is loop-based and reminiscent of tools like ACID, GarageBand, and Fruity Loops. But it’s surprisingly minimal, capable of full-blown pattern and loop editing, includes real-time effects, and comes with a selection of loops from some of my all-time favorite producers – A.VEE &amp; 3D, Juan Atkins, King Britt, Matthew Dear, and Steinski. <em>Side note: please, Rockstar, can we have a custom version of Beaterator with those producers?</em></p>
<p><a href="http://beaterator.rockstargames.com/beaterator.html">http://beaterator.rockstargames.com/beaterator.html</a></p>
<p>Having talked to mobile developers both big and indie, I was curious about the technical details of Beaterator’s implementation – especially after being impressed in a short demo by capabilities that went beyond what I had expected. Rockstar replied with some very particular details from the developers. I think the answers say a lot about what’s possible on the PSP – even with that iPhone version in the works – and how a handheld sequencer on mobile hardware can be put together.</p>
<p><a href="http://createdigitalmusic.com/images/2009/09/beaterator_songcrafter.jpg" rel="lightbox"><img style="border-bottom: 0px; border-left: 0px; display: inline; border-top: 0px; border-right: 0px" title="beaterator_songcrafter" border="0" alt="beaterator_songcrafter" src="http://createdigitalmusic.com/images/2009/09/beaterator_songcrafter_thumb.jpg" width="482" height="280" /></a> </p>
<p><strong>PK: So, I see eight tracks, some effects – what are the capabilities of the underlying audio engine in Beaterator?</strong></p>
<p><strong>Rockstar: </strong>Our engine runs at 16-bit stereo, 22.05kHz throughout. As you say, there are 8 tracks, each of which each can have up to two insert effects* summed into a stereo mix. Each track also has a stereo pre-fader Send to a dedicated reverb buss which runs a global reverb unit which is also added into the output. The channel level, pans, aux send and all effects parameters can be automated to 1-bar resolution, as can the final mix output level, pan, and the global reverb parameters. At any given time, each of the 8 tracks can be playing either a sample-based Melody/Drum loop (with 8 channel polyphony), a monophonic synth melody loop, or a mono/stereo timestretched audio loop.</p>
<p>Our sequencer also supports 8 channels, at 4ppqn. The maximum song length is 240 bars, and we are fixed to 4/4 time. BPM ranges from 60-300, and there is a simple 16th-note swing control as well.</p>
<p>The insert effects we support are: Compressor, Chorus, Delay, Distortion, 3-band EQ, Multimode Resonant Filter, Flanger, Noise Gate, Phaser &amp; Tremolo.</p>
<p><strong><a href="http://createdigitalmusic.com/images/2009/09/beaterator_drumcrafter.jpg" rel="lightbox"><img style="border-bottom: 0px; border-left: 0px; display: inline; border-top: 0px; border-right: 0px" title="beaterator_drumcrafter" border="0" alt="beaterator_drumcrafter" src="http://createdigitalmusic.com/images/2009/09/beaterator_drumcrafter_thumb.jpg" width="481" height="280" /></a>&#160;</strong></p>
<p><strong>A lot of the editing (aside from vocals, really) appears to be in MIDI pattern editing. Is this always triggering a sampled instrument, or is there live synthesis / DSP going on under the hood at all? (I know the PSP is capable of such things.) Do you have any control over the timbre of the instruments, or just the musical patterns?</strong></p>
<p>We trigger either our pitched sample playback code or our own DSP synthesiser on a channel. The sample playback code is a fairly simple 8-voice (which means a theoretical maximum polyphony of 64 if you are playing 8 samples on each of the 8 channels) pitchshifter (no multisampling), with no real control of timbre (no filters). But it does support velocity sensitivity (although this has to be sequenced as the PSP buttons aren’t velocity sensitive) and a full ADSR amplitude envelope.</p>
<p>The inbuilt synth is monophonic (but you can run one per channel, so up to 8 in theory). It’s a simple 3-oscillator Virtual Analog design. Each oscillator has a smoothly-morphable waveshape from Sine, through Triangle, Sawtooth, Square and finally to 10% Pulse) and has independent +/-2 octave pitch and +/-1 semitone detune controls. There is also a separate white-noise generator. The synth also has its own multimode resonant filter (24dB/octave Low Pass, 12dB/octave Low Pass, 12dB/octave Band Pass, 12dB/octave High Pass and 24dB/octave Low Pass modes) with controllable keyboard tracking. There are two ADSR envelope generators, one locked to amplitude controls, and the other freely assignable to the modulation matrix. There are also two LFOs with multiple shapes and speeds. These three modulation sources can be freely assigned to any of the 14 modulation destinations, which amounts to 42 modulation slots. Unfortunately, none of the parameters of the synth can be automated.</p>
<p>Pattern editing in Beaterator does not use MIDI internally – The game is locked to 4ppqn on a five-octave keyboard, and the melody notes use a unique pitch bend/portamento technique which doesn’t map directly onto MIDI pitch bend events. However, we can import and export MIDI files with a reasonable degree of accuracy, which is a feature we think will be particularly useful.</p>
<p><strong>I&#8217;m already impressed by some of the editing capabilities – I was surprised to see a brief glimpse of envelope rubber-banding. Any other specifics you want to talk about in terms of editing possibilities?</strong></p>
<p>As explained above, we have ADSR envelope control throughout, and we are particularly proud of our Synthesizer. Our sound waveform editor supports most of the normal editing tools you would expect (trim, insert silence, normalisation), and also allows you to set up sustain regions for the sample playback engine, timestretch and slice the waveform.</p>
<p><strong>Okay, so let&#8217;s imagine I&#8217;ve got a bunch of audio loops on my drive and want to do, effectively, what Timbaland did with his loops. Do you have as much control over authoring loops for Beaterator as Rockstar? Are there limitations on this feature?</strong></p>
<p>You can freely import and edit any 44.1kHz or 22.05kHz mono or stereo uncompressed 16-bit WAV into Beaterator (we have 9MB of sample memory available in any one song). You can edit these however you like (indeed we use these tools ourselves to generate content).</p>
<p><a href="http://createdigitalmusic.com/images/2009/09/beaterator_loopsmenu.jpg" rel="lightbox"><img style="border-bottom: 0px; border-left: 0px; display: inline; border-top: 0px; border-right: 0px" title="beaterator_loopsmenu" border="0" alt="beaterator_loopsmenu" src="http://createdigitalmusic.com/images/2009/09/beaterator_loopsmenu_thumb.jpg" width="482" height="277" /></a> </p>
<p><strong>Do you need to prepare your loops at a fixed bpm? If I bring in a 120 bpm loop and change the tempo to 144, does my loop stretch? (If it&#8217;s doing stretching, the audio warping engine sounds really fantastic!)</strong></p>
<p>We do timestretch loops to match the songs tempo (but this can be disabled if desired). You can also over-stretch sounds for that early-90s “granular timestretch” effect. Thanks for the compliments on our warping engine too! </p>
<p><strong>I’ve got a soft spot for 90s digital, I think. What was the emphasis of the Rockstar team in terms of their samples and musical genres?</strong></p>
<p>The focus was on loops that could work well with most genres. We like to think you can create songs from Rock to Rap with the selection we present.</p>
<p><a href="http://createdigitalmusic.com/images/2009/09/beaterator_liveplay.jpg" rel="lightbox"><img style="border-bottom: 0px; border-left: 0px; display: inline; border-top: 0px; border-right: 0px" title="beaterator_liveplay" border="0" alt="beaterator_liveplay" src="http://createdigitalmusic.com/images/2009/09/beaterator_liveplay_thumb.jpg" width="484" height="280" /></a> </p>
<h3>Is it (You) Live, or is it Timbaland?</h3>
<p>Beaterator gets at the heart of what’s happening with the way music creation is packaged in a digital age. Rockstar contrasted their title with things that are “games,” like the Rock Band/Guitar Hero mold that was refined by Harmonix. Rockstar emphasizes creative music creation and deemphasizes gaming. At the same time, they pack the title with pre-made loops and are concerned about whether what you do will easily sound good, or whether you’ll be overwhelmed by the genuinely powerful tools underneath. Beaterator, unlike Rock Band, is not about playing along with your favorite artists – but clearly Rockstar is betting that Timbaland <em>is</em> a favorite artist of prospective buyers, and that you <em>will</em> try to sound like him and use his loops. Rock Band makes no such attempt to be creative. The Beatles, coming out next week, is about <em>playing along with the Beatles</em>. (I recall singing along with my sister when we were kids, and I was someone who grew up taking weekly piano lessons.) Yet the “game” in this case does just the opposite – instead of trying to be easier, the whole selling point is a ramped difficulty curve. Maybe the reason studies are showing people graduating from Rock Band to real instruments is that, eventually, if you seek out difficulty, you need to go beyond the game. (Actual instruments: they’re the ultimate expansion pack.)</p>
<p>It’s a paradox, but it’s not a paradox restricted to gaming. You can take the conflict above and apply it to the way <em>all music technology is marketed</em>. On one hand, you have software that’s almost comically complex – sometimes offering so many options that it’s hard even for people with doctoral-level training in digital signal processing to make actual music. On the other, from many of the same vendors, you have pre-built loop libraries and presets with push-button simplicity, requiring less musical coordination or rhythm than, well, Rock Band on Easy mode.</p>
<p>All of us, like our technology, have a split personality when we use digital tech. But maybe the ultimate question is a simple one: can you make something? </p>
<p>I’ll reserve that question in regards to Beaterator until I get a final version. I was set to take a development build home with me, but I do have to wait until the final release. I do think these are interesting questions, though.</p>
<p>Oh, and say what you will about Timbaland, but <em>animated Timbaland</em> has some sort of nuclear control panel that he uses to DJ from. I want a real one. Surplus shopping, anyone?</p>
<p>Stay tuned for a look at the finished product. If fans of mobile game music were willing to use Mario Paint to get an extremely basic song editor, I think Beaterator could be a revelation. And in addition to looking at music production in Beaterator well beyond what might qualify as “Rock” or “Rap,” I think it’s long overdue for a guide to the other independent apps for the PSP. (In fact, I just got a new one in my inbox), so watch for that, too, in a separate story.</p>
<p>Videos from Rockstar (all images and videos are of the PSP version, not the iPhone)&#8230;</p>
<p>Now, I talk too much. The best way to make my argument? Listen to the kids. Their favorite feature: recording their own voice.</p>
<p>I rest my case.</p>
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		<title>glitch-sequencer: Free, Processing-Based App from GlitchDS Creator Hearts Netbooks</title>
		<link>http://createdigitalmusic.com/2009/05/01/glitch-sequencer-free-processing-based-app-from-glitchds-creator-hearts-netbooks/</link>
		<comments>http://createdigitalmusic.com/2009/05/01/glitch-sequencer-free-processing-based-app-from-glitchds-creator-hearts-netbooks/#comments</comments>
		<pubDate>Fri, 01 May 2009 10:13:49 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
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		<description><![CDATA[For those of you longing to mutate beats like so many promiscuous Petri Disk bacteria, programmer Bret Truchan is a kindred spirit. Bret has created a series of instant experimental classics for the Nintendo DS: glitchDS, a cellular automaton music sequencer, repeaterDS, a visual sample mangler, and cellDS, a grid-based sequencer you can script in [...]]]></description>
			<content:encoded><![CDATA[<p><object width="560" height="340"><param name="movie" value="http://www.youtube.com/v/VnTYyXk8JvA&amp;hl=en&amp;fs=1&amp;rel=0"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/VnTYyXk8JvA&amp;hl=en&amp;fs=1&amp;rel=0" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="560" height="340"></embed></object></p>
<p>For those of you longing to mutate beats like so many promiscuous Petri Disk bacteria, programmer Bret Truchan is a kindred spirit. Bret has created a <a href="http://www.glitchds.com/about/">series of instant experimental classics</a> for the Nintendo DS: glitchDS, a cellular automaton music sequencer, repeaterDS, a visual sample mangler, and cellDS, a grid-based sequencer you can script in Lua.</p>
<p>The Nintendo DS is portable and cute, but it’s not normally open to running software without the Nintendo Seal of Quality. (Insert snickers here.) To run Bret’s software, you need specialized hardware that fools the DS into running software. The DS isn’t entirely stable when it comes to things like timing, either, and it doesn’t have the flexibility of computers.</p>
<p>Enter the netbook. The netbook is nearly as portable, completely open to running whatever you like on Windows or Linux, and boasts easy USB connectivity, a big screen, and … well, you know, all the things you like about laptops. When it comes to musical productivity, much as I love the DS, the netbook has a whole lot going for it, and still has that added ultra-portability that makes you feel you can make music anywhere.</p>
<p>Bret recently made the jump to desktop software with <a href="http://createdigitalmusic.com/2009/02/02/a-mutating-drum-step-sequencer-new-midi-library-for-processing/">Quotile</a>, a step sequencer you can live-code for mighty morphing beats. Quotile is cool, but for many, glitchDS was the star. Now you can run glitchDS anywhere – just the job for a laptop you were going to retire, or that new netbook.</p>
<h3>Not Sequencing, <em>Glitch</em> Sequencing</h3>
<p>Glitch-sequencer is a sequencer, so it needs to either talk to a software synth or external hardware. Bret likes to hook it up to his machinedrum and monomachine. Our own Handmade Music event was the (unofficial) first public outing of the software, and included an HP netbook and the machinedrum, which makes for a sweet, mobile combination.</p>
<p><a href="http://www.flickr.com/photos/createdigitalmedia/3427407071/"><img src="http://farm4.static.flickr.com/3094/3427407071_aa0145415a.jpg?v=0" /></a></p>
<div class="imgcaption">Bret’s mobile rig in action at Handmade Music. Photo: <a href="http://jasonschorr.com/">Jason Schorr</a>.</div>
<p>Despite the appearance of a grid and sequences of levels, this isn’t an app that works like a conventional sequencer. Here’s the basic breakdown:</p>
<ul>
<li>Cellular Automata via a seed + playback grid </li>
<li>Trigger and value sequencers to determine which MIDI events the organically-generated mutations produce </li>
<li>Pattern length, clock division settings for setting metric values </li>
<li>Sync settings </li>
</ul>
<p> <span id="more-5769"></span>
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<p>There are two grids, a “seed” sequencer that initializes a starting pattern, and a “playback” sequencer that provides feedback and control of the pattern that plays as the software runs. These two grids operate via principles of Cellular Automata, specifically the John Horton Conway <a href="http://en.wikipedia.org/wiki/Conway%27s_Game_of_Life">Game of Life</a> model, a evolutionary grid “game” that has been popular in computer music for its simplicity and the way it becomes animated in time. (The Game of Life is a “zero-player game,” which I suspect is probably the only truly fun way to play Monopoly.)</p>
<p>The playback sequencer is just a set of cells. To determine when each cell actually trigger events, you use a neat, color-coded trigger sequencer, which, as it sounds, is what calls MIDI events. Using the value sequencers for each color-coded swatch, you determine what that message is. In fact, if you wanted, you could use glitch-sequencer to control only effects parameters or envelopes instead of notes – or visuals, or anything that can be triggered by MIDI.</p>
<p>As you’ve got seeded grids doing their organic, unpredictable thing, you’ll likely want a little bit of control, too, and you have mechanisms for that. There’s a pattern length grid which determines pattern length in a more conventional way, plus a clock division setting for setting the master rhythmic division. There’s also a snapshot setting, which itself is presented as a grid so you can make little glitchy song arrangements by triggering different settings.</p>
<p>Where all of this gets fancy is the additional trigger settings. In addition to the MIDI event values, you get:</p>
<ul>
<li>Gate percentage for randomized probabilities </li>
<li>Clock division </li>
<li>Loop length </li>
<li>Quantization for pitch (none, Ionian, Phrygian) </li>
</ul>
<p>You can also manage the color-coded swatches as layers and mix their volume independently.</p>
<p><a href="http://www.flickr.com/photos/createdigitalmedia/3428217494/"><img src="http://farm4.static.flickr.com/3366/3428217494_08ab0020ae.jpg?v=0" /></a> </p>
<div class="imgcaption">A Handmade Music attendee gets her hands on the glitchy goodness. Photo: <a href="http://jasonschorr.com/">Jason Schorr</a>.</div>
<p><strong>My one-line version of the manual: </strong>with that many parameters, screw around a bit and you’ll get something pretty unpredictable and glitchy.</p>
<p>This concept is related to other attempts to do similar, Game of Life-based sequencers, particularly Lazyfish’s Newschool for Reaktor, and (applied to an effect) Audio Damage’s <a href="http://www.audiodamage.com/effects/product.php?pid=AD020">Automaton</a>. Because tiny implementation details can have a big impact on the resulting sound, though, it’s always nice having a new take on this, and I think Bret’s creation is unique in its ability to tightly control the sequence or completely screw things up with a lot of parameters. </p>
<p>It is all <strong>built in Processing</strong>, the free, open-source Java-based coding environment. I’m hoping to get a scoop on some of the experience Bret had with timing and Java, so stay tuned. Processing coders, the MIDI library Bret used is themidibus. There’s a trick to getting MIDI working on the Mac thanks to the fact that Apple decided to stop supporting a standard Java API in their implementation (doh!), but once you hurdle that, you’ve got Mac + Windows + Linux support – and this could be ported to Android, too, with a little work.</p>
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		<title>Sequencing with Smart Interactive Blocks: Siftables at TED</title>
		<link>http://createdigitalmusic.com/2009/02/13/sequencing-with-smart-interactive-blocks-siftables-at-ted/</link>
		<comments>http://createdigitalmusic.com/2009/02/13/sequencing-with-smart-interactive-blocks-siftables-at-ted/#comments</comments>
		<pubDate>Sat, 14 Feb 2009 04:08:23 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<description><![CDATA[David Merrill, working with Jeevan Kalanithi and (for the audio engine) Josh Kopin, wowed audiences at the TED conference with his Siftables interactive blocks. These strike me as what the Audiocubes have tried, sometimes unsuccessfully, to be &#8212; physical objects that react to the proximity of other objects, allowing you to manipulate music and media [...]]]></description>
			<content:encoded><![CDATA[<p><object width="446" height="326"><param name="movie" value="http://video.ted.com/assets/player/swf/EmbedPlayer.swf"></param><param name="allowFullScreen" value="true" /><param name="wmode" value="transparent"></param><param name="bgColor" value="#ffffff"></param><param name="flashvars" value="vu=http://video.ted.com/talks/embed/DavidMerrill_2009-embed_high.flv&#038;su=http://images.ted.com/images/ted/tedindex/embed-posters/DavidMerrill-2009.embed_thumbnail.jpg&#038;vw=432&#038;vh=240&#038;ap=0&#038;ti=457" /><embed src="http://video.ted.com/assets/player/swf/EmbedPlayer.swf" pluginspace="http://www.macromedia.com/go/getflashplayer" type="application/x-shockwave-flash" wmode="transparent" bgColor="#ffffff" width="446" height="326" allowFullScreen="true" flashvars="vu=http://video.ted.com/talks/embed/DavidMerrill_2009-embed_high.flv&#038;su=http://images.ted.com/images/ted/tedindex/embed-posters/DavidMerrill-2009.embed_thumbnail.jpg&#038;vw=432&#038;vh=240&#038;ap=0&#038;ti=457"></embed></object></p>
<p>David Merrill, working with Jeevan Kalanithi and (for the audio engine) Josh Kopin, wowed audiences at the TED conference with his Siftables interactive blocks. These strike me as what the Audiocubes have tried, sometimes unsuccessfully, to be &#8212; physical objects that react to the proximity of other objects, allowing you to manipulate music and media by moving around tangible blocks. Siftables are gifted with multiple expressive controls (tilt helping them break the plane of the surface), and intelligent screens that make them more adaptable and provide more visual feedback.</p>
<p>The music sequencer is very cool, though I think it&#8217;s actually the Scrabble-like game that may be the winner among the demos. But while TED celebrates all things cool and futuristic for their easily-digestible novelty, sometimes I think the most important design achievements are as significant in their shortcomings as their successes. Siftables  raises some important questions. Sure, you can now use two hands, as opposed to the single mouse pointer. But do those same tangible blocks actually limit the kinds of interactions you can have, even compared to a traditional UI? Does it sound any different/ And note that &#8212; a little bit of tilting aside &#8212; the interface is still essentially two-dimensional. I&#8217;m personally really stumped by the question of how you can make a successful three-dimensional controller. Yet three dimensions is how all of us interact with space and movement daily. Maybe it&#8217;s the fact that we do so much of this, comprehend movement so richly, and take it for granted, that makes mapping those gestures so challenging.</p>
<p>That&#8217;s not a criticism of the project &#8211; or a claim that I can do any better. On the contrary, I think it&#8217;s important to do this sort of work <em>because</em> it can raise those kinds of questions. We&#8217;re gifted as a generation to try out and test these ideas with flexibility that was never before possible &#8212; and the intelligence built into these objects shows the potential of that power.</p>
<p>More of Siftables after the jump. And it&#8217;s well worth checking out David&#8217;s other projects, too &#8211; when I last ran into him, he was showing off the totable, Linux-powered <a href="http://web.media.mit.edu/~dmerrill/audiopint.html">Audiopint</a> sound-processing box. Oh, yeah &#8212; and he&#8217;s the <a href="http://web.media.mit.edu/~dmerrill/face_control.html">face control for guitar guy</a>!<span id="more-5093"></span></p>
<p><object width="579" height="326"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=3165011&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=1&amp;color=CC0000&amp;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=3165011&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=1&amp;color=CC0000&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="579" height="326"></embed></object><br /><a href="http://vimeo.com/3165011">Siftables Music Sequencer</a> from <a href="http://vimeo.com/notjeevan">Jeevan Kalanithi</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
<p><a href="http://web.media.mit.edu/~dmerrill/siftables.html">Siftables project page</a></p>
<p><a href="http://web.media.mit.edu/~dmerrill/research.html">More Merrill Goodness</a></p>
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		<title>BPM: MOTU&#8217;s Software-Based Drum Machine Workstation and Ad Copy Reflections</title>
		<link>http://createdigitalmusic.com/2009/01/15/bpm-motus-software-based-drum-machine-workstation-and-ad-copy-reflections/</link>
		<comments>http://createdigitalmusic.com/2009/01/15/bpm-motus-software-based-drum-machine-workstation-and-ad-copy-reflections/#comments</comments>
		<pubDate>Thu, 15 Jan 2009 19:24:18 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<description><![CDATA[ 
MOTU&#8217;s new drum machine is a new software sampler/synth workstation for drums, clearly influenced by beat production workstations like the legendary Akai MPC and EMU SP1200. With all today&#8217;s hardware/software talk, I initially thought this was hardware, too, but it&#8217;s not &#8211; meaning it&#8217;s got an uphill battle against integrated features in hosts like [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://media.createdigitalmedia.net/cdmu/images/2009/01/bpm.jpg" /> </p>
<p>MOTU&rsquo;s new drum machine is a new software sampler/synth workstation for drums, clearly influenced by beat production workstations like the legendary Akai MPC and EMU SP1200. With all today&rsquo;s hardware/software talk, I initially thought this was hardware, too, but it&rsquo;s not &ndash; meaning it&rsquo;s got an uphill battle against integrated features in hosts like Live and new tools that integrate more closely with hardware, not to mention existing entries like <a href="http://www.fxpansion.com/index.php?page=4&amp;tab=27#groove">FXpansion&rsquo;s GURU</a>. But don&rsquo;t write it off just yet: an internal synth, a unique sampling plug-in, import workflows, and retro groove emulations could keep this in the game.</p>
<p>Oh, yeah &ndash; and, typical of MOTU, there&rsquo;s always one feature that can make you forget <em>every other complaint</em>. For me, that&rsquo;s the &ldquo;Line templates&rdquo; in the step sequencer that let you add your own Euclidian polyrhythms. Nice.</p>
<p>MOTU&rsquo;s ad copy waxes poetic about the deeper meaning of all of this, as though pondering aloud:</p>
<blockquote><p>&ldquo;Sound libraries these days are awash with loops. And what is a loop, exactly? Someone else&#8217;s beat. Isn&#8217;t it time to take back creative ownership over your grooves?&rdquo;</p>
</blockquote>
<p>Yes, indeed, what is a loop? If you&rsquo;re curious, you could check out the, um, loop content that ships with BPM in its 15 GB sound library.</p>
<p>The slightly self-contradictory philosophizing ad copy aside, though, I&rsquo;m all about the creative possibilities of drum workstations, and there&rsquo;s no question BPM has some potential. Look for a smackdown with NI&rsquo;s own entry, which we get to talk about later today. Here&rsquo;s a basic look at the BPM, which I&rsquo;ll update once I can talk about <strike>Maschine</strike> oh, any software drum machine that might theoretically come out in the next two hours:</p>
<p> <span id="more-4757"></span>
<ul>
<li>A sampler &ndash; a real sampler, with import, slicing, and even live recording. There&rsquo;s a convenient plug-in that you can use as an insert in any host to tap into recording sources &ndash; very nice &ndash; and you can sample directly into a pad </li>
<li>A drum synthesizer (now this part I find especially cool) &ndash; looks basic but very accessible and friendly to the task at hand </li>
<li>15 GB sound library, including (fair enough) not just loops but patterns, slices, and instrument sounds </li>
<li>Sample import capability with compatibility with MOTU&rsquo;s libraries and UVI engine as well as REX, Apple Loops, etc., with drag-and-drop import (inherited from MOTU&rsquo;s MachFive sampler) </li>
<li>Record your own samples </li>
<li>Step sequencer, graph editor, piano roll sequencer </li>
<li>Grooves, including classic MPC, LinnDrum grooves, and edit and save your own. There&rsquo;s even an SP1200 emulation. </li>
<li>Live scene performance and playback, which you can also export to software for later use </li>
</ul>
<p><strong>Killer feature for geeks: </strong>A Euclidian line template. They didn&rsquo;t have to, but they did. You get the rhythmic benefits. Awesome.</p>
<p><img src="http://media.createdigitalmedia.net/cdmu/images/2009/01/euclidrocks.jpg" /> </p>
<p>Today there&rsquo;s new hardware from NI and Akai, but this is software-only: good, old-fashioned MIDI learn is how you get to control any of this live. It&rsquo;s a mouse-based workflow, which to me undercuts some of the &ldquo;program beats as fast as your mind can &quot;hear&quot; them&rdquo; talk in the marketingspeak. The appeal of MPCs and the like is that hardware control, which is all about speed. In fact, when I first saw the image, I thought they actually were unveiling hardware, and wondered why there was a disc drive on the thing, but they&rsquo;re not.</p>
<p>And there&rsquo;s another problem: you&rsquo;d need an extremely short memory not to recognize this has been done before. <a href="http://www.fxpansion.com/index.php?page=4&amp;tab=21">fxpansion&rsquo;s GURU</a> does this, and in a much cleaner interface that clearly integrates sampling and sequencing (which is what I suspect a lot of people would want). It doesn&rsquo;t have synth capability, but it has the same basic pattern sequencing, direct sampling and real-time recording, slicing, and graphical automation options. (Heck, some of the views even look the same, although there are some established ways of doing some of these things.)</p>
<p>That said, MOTU has a very powerful sampling engine underneath, the import workflows are pretty powerful, I love the synth capabilities in particular (and MOTU has made some great soft synths), and I think the plug-in that you just use to sample is very clever. And if the groove options are better than other offerings out there, of course, it&rsquo;ll win some converts. Vintage groove emulation + line templates on the step sequencer = happy rhythm geeks.</p>
<p>So BPM remains a contender for a software workflow. Now, can it stand up to integrated features in a host (Live), conventional hardware (MPC, etc.), or software-integrated hardware (Maschine)? This is going to be an interesting season for fans of this kind of tech.</p>
<p><strong>Updated: </strong>As you&rsquo;ll read in comments, it seems that bpm can&rsquo;t slice audio itself &ndash; audio has to be sliced elsewhere. That&rsquo;s an important part of the workflow for at least some of the potential users of this tool, and something some rival software (and even similar hardware) does. It&rsquo;s odd, because MOTU&rsquo;s own MachFive sampler has an extensive beat sampling tool; apparently the choice was to leave it out here, at least in this version.</p>
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		<title>Numerology 2.0: Modular Sequencing Environment on the Mac, Now Even Cooler</title>
		<link>http://createdigitalmusic.com/2008/12/26/numerology-20-modular-sequencing-environment-on-the-mac-now-even-cooler/</link>
		<comments>http://createdigitalmusic.com/2008/12/26/numerology-20-modular-sequencing-environment-on-the-mac-now-even-cooler/#comments</comments>
		<pubDate>Fri, 26 Dec 2008 16:28:05 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[AU]]></category>
		<category><![CDATA[composition]]></category>
		<category><![CDATA[hosts]]></category>
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		<category><![CDATA[numerology]]></category>
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		<guid isPermaLink="false">http://createdigitalmusic.com/?p=4662</guid>
		<description><![CDATA[ 
Sequencing &#8211; the collection of techniques that actually assemble events in our music &#8211; seems to get far less attention than it deserves. After all, there are fairly accepted ways of synthesizing sound, but as many ways of thinking about musical events as there are ways of thinking about composition. Among the big DAWs, [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://media.createdigitalmedia.net/cdmu/images/2008/12/numerologymontage.jpg" /> </p>
<p>Sequencing &ndash; the collection of techniques that actually assemble events in our music &ndash; seems to get far less attention than it deserves. After all, there are fairly accepted ways of synthesizing sound, but as many ways of thinking about musical events as there are ways of thinking about composition. Among the big DAWs, you&rsquo;ll often see pitches to upgrade based on new effects plug-ins or magical audio-processing abilities, but rarely MIDI sequencing improvements. (When there are, of course, I applaud.)</p>
<p>That makes this week&rsquo;s pre-Christmas announcement of Numerology 2.0 all that more special. Numerology is a modular <em>sequencer</em> and that alone. It brings some of the modular capabilities usually found in synths to sequencing, with component sequencers and modulation for manipulating sequence evens the way you&rsquo;d usually transform sound signal.</p>
<p>The upshot of all of this: you can play with musical patterns with the freedom usually reserved for synths. Features:</p>
<ul>
<li>Sequencing modules, including MonoNote (monophonic sequencer), polyphonic PolyNote (duh) and MatrixSeq, eight-track DrumSeq </li>
<li>Component sequencers for modular-style sequencing, plus LFOs, envelopes, CV mixers, MIDI generators, MIDI processors </li>
<li>Stacks: virtual equipment racks for easier composing / performance, and an integrated audio mixer </li>
<li>Add software plug-ins (AU) or route to external hardware gear (yep, the computer is still awesome when it comes to sequencing outboard synths, even in 2008/9!) </li>
<li>New, simple sound-generating modules for easy integration with the environment, including synthesis, polyphonic AudioSample and eight-part DrumKit </li>
<li>MIDI remote control of parameters, plus custom CV, audio, and MIDI routing </li>
<li>Timeline playlist arrangement </li>
<li>Sync via MIDI clock, MTC, or ReWire </li>
<li>Mac-only, 10.4.11 and later; US$99 until 1/4/09 (then $119) </li>
</ul>
<p><img src="http://media.createdigitalmedia.net/cdmu/images/2008/12/numerologyscreen.jpg" /> </p>
<p>System requirements are pretty tame (this is a sequencer, after all), so this could be a great application for an older Mac, provided it has a 1GHz or greater CPU. (PowerPCs included.)</p>
<p>How does it all work? Here are some videos to give you an idea. Hope to add this to my scary but delicious testing pile (New Years&rsquo; Resolution: more useful hands-on content).</p>
<p><span id="more-4662"></span><br />
A demo:</p>
<p><object width="580" height="465"><param name="movie" value="http://www.youtube.com/v/TtQ1QFwrEdA&#038;hl=en&#038;fs=1&#038;rel=0"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/TtQ1QFwrEdA&#038;hl=en&#038;fs=1&#038;rel=0" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="465"></embed></object></p>
<p>Getting started:</p>
<p><object width="580" height="465"><param name="movie" value="http://www.youtube.com/v/knBKg_BfuLs&#038;hl=en&#038;fs=1&#038;rel=0"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/knBKg_BfuLs&#038;hl=en&#038;fs=1&#038;rel=0" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="465"></embed></object></p>
<p>Any passionate Numerology users out there? We&#8217;d love to hear from you. What are your thoughts on the new version, and how do you use the tool in your music?</p>
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		<title>Sonic Life, Organic Game of Life Sequencer, Hits iPhone and iPod</title>
		<link>http://createdigitalmusic.com/2008/10/20/sonic-life-organic-game-of-life-sequencer-hits-iphone-and-ipod/</link>
		<comments>http://createdigitalmusic.com/2008/10/20/sonic-life-organic-game-of-life-sequencer-hits-iphone-and-ipod/#comments</comments>
		<pubDate>Mon, 20 Oct 2008 08:18:42 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[cellular-automata]]></category>
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		<guid isPermaLink="false">http://createdigitalmusic.com/?p=4317</guid>
		<description><![CDATA[The fever for creating pulsing, organic sequencers from the cellular automaton Game of Life continues. Now, you can get your Game of Life on with the iPhone and iPod touch, transmitting event control via OpenSoundControl. (Despite publishing this on the music site, this could be great as an additional modulator for live visuals with OSC-supporting [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://media.createdigitalmedia.net/cdmu/images/2008/10/soniclife_iphone.jpg"></p>
<p>The fever for creating pulsing, organic sequencers from the cellular automaton Game of Life continues. Now, you can get your Game of Life on with the iPhone and iPod touch, transmitting event control via OpenSoundControl. (Despite publishing this on the music site, this could be great as an additional modulator for live visuals with OSC-supporting software like VDMX!)</p>
<p>The developer describes the app:</p>
<blockquote><p>The application runs a simple cellular automaton on a grid of cells. The cells can be interacted with by touch and triggers of three different colors can be placed on the grid. The automaton can be set to five different rule-sets, from classic Game of Life to simple horizontal or vertical stepping. Triggers are fired by &#8220;alive&#8221; cells and send their state as OSC messages to a configurable host on the same Wi-Fi network. Cells and triggers can be randomized by shaking the device.</p></blockquote>
<p>It&#8217;s available now on the <a href="http://phobos.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=293812992&#038;mt=8">App Store</a>, US$.99.</p>
<p><a href="http://hexler.net/soniclife">SonicLife project page</a></p>
<p>Thanks, <a href="http://www.dustinmosley.com">Dustin</a>!</p>
<p>Previous Game of Life goodness (an incomplete list):<br />
<a href="http://createdigitalmusic.com/2008/09/27/build-your-own-game-of-life-sequencer-in-processing-video-featuring-rwmidi/">Build Your Own Game of Life Sequencer in Processing: Video Featuring rwmidi</a></p>
<p><a href="http://createdigitalmusic.com/2008/09/15/audio-damage-automaton-is-here-artificial-life-driven-stuttering-effects-plug-in/">Audio Damage Automaton is Here: Artificial Life-Driven, Stuttering Effects Plug-in</a></p>
<p><a href="http://createdigitalmusic.com/2008/09/08/monome-max-creations-game-of-life-dj64-dj-app/">Game of Life as Max App</a></p>
<p><a href="http://createdigitalmusic.com/2008/05/28/glitchds-free-cellular-automaton-music-sequencer/">glitchDS: Free Cellular Automaton Music Sequencer</a></p>
<p>And, of course, there&#8217;s Lazyfish&#8217;s wonderful newschool Reaktor creation, which I hope to look at more soon.</p>
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		<title>Cakewalk SONAR 7 Features at a Glance, MIDI at Center Stage</title>
		<link>http://createdigitalmusic.com/2007/09/18/cakewalk-sonar-7-features-at-a-glance-midi-at-center-stage/</link>
		<comments>http://createdigitalmusic.com/2007/09/18/cakewalk-sonar-7-features-at-a-glance-midi-at-center-stage/#comments</comments>
		<pubDate>Wed, 19 Sep 2007 00:27:12 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Cakewalk]]></category>
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		<guid isPermaLink="false">http://createdigitalmusic.com/2007/09/18/cakewalk-sonar-7-features-at-a-glance-midi-at-center-stage/</guid>
		<description><![CDATA[Not to be outdone by Logic Pro 8&#8217;s launch last week, Cakewalk has let slip the basic feature set of their latest version of their flagship SONAR DAW, with upgrades available immediately. What&#8217;s new &#8212; with an interesting emphasis on MIDI:

A new step sequencer, looking reminiscent of tools like FL Studio (Fruity Loops), though fully [...]]]></description>
			<content:encoded><![CDATA[<p><img id="image2509" src="http://media.createdigitalmedia.net/cdmu/images//2007/09/sonar7.jpg" alt="SONAR 7 logo and screen shots" /></p>
<p>Not to be outdone by Logic Pro 8&#8217;s launch last week, Cakewalk has let slip the basic feature set of their latest version of their flagship SONAR DAW, with upgrades available immediately. What&#8217;s new &#8212; with an interesting emphasis on MIDI:</p>
<ul>
<li><B>A new step sequencer</b>, looking reminiscent of tools like FL Studio (Fruity Loops), though fully integrated with a traditional DAW (read: not as confusing to DAW users and traditionalists as FL Studio can be). Cakewalk claims it&#8217;s the &#8220;most powerful step sequencer found in any DAW&#8221;; we&#8217;ll have to try it out and see.</li>
<p><LI><B>All new MIDI tools:</b> Yep, it&#8217;s time to party with your sequencer like it&#8217;s 1989. Some of you complained that Logic Pro 8 seemed to largely ignore MIDI editing. Not SONAR 7: there are new &#8220;Smart MIDI Tools&#8221;, split, fine editing tools &#8212; again, some reminiscent of FL Studio, and some very Cakewalk-like. It&#8217;s an interesting return to Cakewalk&#8217;s roots as a MIDI sequencer company, and from what we&#8217;ve heard from users, these are things that matter to you &#8212; provided they&#8217;ve done this right.</li>
<p><LI><B>Internal sidechaining:</b> Sidechaining is beloved in drum compression and many other applications &#8212; even DJs dig the sidechain. So it&#8217;s great to see it in SONAR. (Ableton, Live 7, perhaps? Is seven a lucky number for sidechains?)</li>
<p><LI><B>New mastering plug-ins:</b> Linear phase mastering, no less.</li>
<p><LI><B>More bundled instruments:</b> The superb Z3ta+ is now bundled with SONAR, and perhaps alone makes this worth the upgrade price, plus Rapture LE, Dimension LE with Garritan Pocket Orchestra, and a drag-and-drop sampler that&#8217;s very reminiscent of the ones in Ableton Live.</li>
<p><LI><B>Pitch to MIDI translation in Roland V-Vocal:</b> Yep, you heard that right: you sing in, you get MIDI. (Hope this works in real-time?)</li>
</ul>
<p><img id="image2510" src="http://media.createdigitalmedia.net/cdmu/images//2007/09/stepsequencer.jpg" alt="SONAR 7 step sequencer" /><span id="more-2508"></span></p>
<p>There&#8217;s also hardware delay compensation, necessary for users of hardware DSP systems and somewhat overdue, though with an interesting UI implementation, and various other enhancements I expect we&#8217;ll see detailed soon.</p>
<p>Of course, with Logic running Mac-only and SONAR Windows-only, the choice between these two DAWs, at least, may already be made for you by your platform. I can&#8217;t see either making me dump one platform for the other. But it is great to see rivalry spawning real improvement, not just me-too features. (In fairness, some of what&#8217;s new in Logic 8, like automatically mapping to controllers, is old news to SONAR. But that just makes this all the more interesting.) </p>
<p>Anyone care to place a bet?</p>
<p><a href="http://www.cakewalk.com/Products/SONAR/default.asp">SONAR 7 Product Page</a><br />
<a href="http://www.cakewalk.com/Products/SONAR/Sonar_7_Features.swf">SONAR 7 Flash intro video</a> (warning: plays automatically with sound)</p>
<p><B>Long live MIDI:</b> I should add, the new emphasis on MIDI in SONAR made me think immediately of Ardour, which has been beefing up MIDI functionality and promises some new working methods in the near future. (Ardour creator Paul Davis notes the similarity to the step sequencer in comments.) We&#8217;ll be watching anxiously for upcoming versions. And I&#8217;m noticing a general resurgence of interest in MIDI sequencing capabilities in general, across a wide variety of users. So, software makers, listen up: giving people MIDI power is basically giving them power over notes and music. Until you come up with another way of easily modeling note values (even OpenSoundControl tends in other directions), we&#8217;ll continue to expect some innovation. I knew the 80s taught us something.</p>
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